Zevos' Boss Manual

Ormael

Well-Known Member
Aug 27, 2015
6,631
1,786
Good ideas but their may again as all previous ones ends up in void cuz Fen not feel it's neeeded to change anything for Techs :(
 

Lancer

Well-Known Member
Nov 1, 2016
1,282
420
What we need to do is hold an intervention for Fen in the discord until he stops thinking tech are ok the way they are. He will acknowledge that there is a problem, or we simply won't leave :colbert:
 

Zaku

Well-Known Member
Aug 28, 2015
99
24
Interventions work best when the RECIPIENT can't leave either, though…
 

Lancer

Well-Known Member
Nov 1, 2016
1,282
420
Interventions work best when the RECIPIENT can't leave either, though…
It would be more of a symbolic thing. It's the best we can do as internet dwellers who don't know where Fen lives.
 

Galgano

Well-Known Member
Aug 28, 2015
364
134
Personaly i think Tech should have 2 paths:
Drone Master - Where the drone you get from perks acts like a companion in battle (with its own health bar at the cost of your shields- the better shield belt you have the more bonus hp your drone got but you don't have shields for yourself), later you'd get a perk that would make the drone intercept attacks at you. Combat style would revolve around buffing, healing and supporting your drone while he does the heavy work.
The equipable drones would still work as they do now but separate from your drone (but maybe still benefit from your in combat drone buffs)

The problem with that build is that it locks in a player to one path. If the tech doesn't get the drone then one whole tree is worthless to them. Each option has to be useful for all build paths. Now, if you wanted to do something like that, you would need to make the option viable for both shield techs and drone techs. Make the ability useful by itself, but also add an additional perk if they're a shield tech and a perk if they're a drone tech
 

Doombot

Active Member
Mar 5, 2016
34
20
The problem with that build is that it locks in a player to one path. If the tech doesn't get the drone then one whole tree is worthless to them. Each option has to be useful for all build paths. Now, if you wanted to do something like that, you would need to make the option viable for both shield techs and drone techs. Make the ability useful by itself, but also add an additional perk if they're a shield tech and a perk if they're a drone tech

I was actualy thinking more among the lines that the perk effect would be decided by your lvl 1 choice. If you take the Drone you get the Offensive/Defensive choice for the drone if not you get ones for the shield user, all depending if you got the drone perk or not (for example on 2nd lvl you'd choose either Overcharge/Command:Defend and Volley/Command: Sweep)
 

Couch

Scientist
Creator
Aug 26, 2015
1,627
929
Personally I would rework the shields perk into a perk that adds the same extra shields, but refluffed as the PC having a shielding drone, so that the class always has one and you can build on that. Replace the useless perks with new ones centered around making choices between offensive and defensive uses of the drone, akin to XCOM 2's Specialist class.
 

Lancer

Well-Known Member
Nov 1, 2016
1,282
420
Something that has to be remembered when designing a class where only one character is in battle at a time is that a class can't be too heavily focused on defense, or even trash mobs will take an annoying amount of time to defeat.
 

Galgano

Well-Known Member
Aug 28, 2015
364
134
Maybe not defense to the exclusion of attack power, but remember: the smuggler class has a few abilities that increase his/her survivability. The defensive route can give the tech specialist some defenses akin to the mercenary's (albeit not as much) to make them last longer. And trash mobs wouldn't be a problem. I've yet to encounter a really tough basic enemy that requires that I use abilities.
@Couch while I think that would be an interesting idea, we can't put all the tech's eggs in one basket. Especially if the drone isn't going to be getting any improvements. Plus drones aren't the only tech; shields can be considered tech too. You are basically choosing if you want to specialize in shields or drone combat. What if, instead of changing the selectable perks, you change the received passive perk based on the drone tech or shield tech choice. That way, you still keep all the original perks and just get some more passive perks, because I remember reading people saying that techs get too many active abilities compared to the other classes which doesn't allow for them to become as strong as them.
 

Nik_van_Rijn

Well-Known Member
Sep 10, 2015
2,415
506
Moscow, RF
@Couch while I think that would be an interesting idea, we can't put all the tech's eggs in one basket. Especially if the drone isn't going to be getting any improvements. Plus drones aren't the only tech; shields can be considered tech too. You are basically choosing if you want to specialize in shields or drone combat. What if, instead of changing the selectable perks, you change the received passive perk based on the drone tech or shield tech choice. That way, you still keep all the original perks and just get some more passive perks, because I remember reading people saying that techs get too many active abilities compared to the other classes which doesn't allow for them to become as strong as them.
Drones are a) cooler than shield belts that any shmuck can use, b) can be used to justify a lot more versatile features and c) can have a sweet non-linear upgrade tree outside of abilities PC is going to get.


And as for putting all the eggs in one basket - pretty much any situation that can justify Techies losing access to their Drone based abilities can justify denying them energy weapon, hack skills (that are already borderline useless) or shield generators.
 
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Ormael

Well-Known Member
Aug 27, 2015
6,631
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Drones are like pets/familairs. Thou realistic speaking other classes can now still have either shieldbelts (jsut with few less points of shield) or drones (with I think no difference that tech using the same drone). So there is not much fun now to this class with slowly all things that was unique to them made generaly accesable. And energy wepaons was already generaly accesabel things from start so wouldn't count it as some specific to techs. Just their kind of screw up without using that type of weapon as (almsot) none of specials would work with non-energy weapon.
 

Overt_Ninja

Member
Feb 11, 2016
14
0
I kinda feel like major combat updates have been put on the back burner in favour of straight up content updates, which is understandable considering nobody really plays TiTs for the combat.
Combat in general in TiTs could do with an overhaul, not just the Smuggler and Tech classes.

Speaking of which, what happened to the Combat 2.0 thread?
 

Ormael

Well-Known Member
Aug 27, 2015
6,631
1,786
I think that mean perma backburner that will never been touched again *akward laugh*

I think devs felt all worthy ideas form COmbat 2.0 thread was used and let it vanish in void of forum depths.
 

mindrapist

Well-Known Member
Jun 12, 2017
147
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My main regret with choosing the drone perk was that later on I just *found* a stronger one that outright replaces it when equipped as an accessory. Which makes me regret choosing it as...correct me if I'm wrong, but I wouldn't have missed out on anything if I picked the other perk instead and just equipped the dog? (Or the centaur robot thing). On that note, which is usually better, between those last two?

edit: Never mind. Apparently the dog is better if you picked the drone perk.


So does anyone have a DETAILED guide on how these perks work, how they scale with level, how they interact with other things, etc? I can't find one anywhere.
 
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